August 9, 2004 at 6:34 pm #2734
I’ve been thinking of modelling some new tanks, but I don’t have Milkshape nor 3DS, nor Windows, for that matter. I do a fair bit of modelling in Blender, and thus would like to use it to model for scorched! Does anyone happen to have any idea how I might be able to export .ase from Blender?
Or, alternatively, another program I could model in in Linux?
I’ve searched around, and there seems to be a couple of import filters for .ase in Blender, but no export. I’m thinking of possibly writing an export filter (or a conversion program), but I just thought I’d fish around and see if anyone has any thougths on it first. 😉
/cbxAugust 9, 2004 at 8:51 pm #12344
The milkshape format is very easy, it should be easy to generate that.
If you find a good linux (free?) modeler that you think people want to use, let me know and I will see about adding it. Assuming the file format is ok it is pretty simple to add new model formats.August 9, 2004 at 8:59 pm #12345
You prob. don’t want to model in ASE format… (that’s the oldest and least feature filled model version)
The milkshape model text format which we use for the tanks, is alot better (multiple textures per model, and pivot points for turrent/barrels, transparency masks, etc…)
The format is documented around at serveral places….http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=31
I’m sure though if we could find a definition of some blender exportable file format it could be added as well (I’ve looked in the past (a few months ago) and wasn’t able to find anything)
P.S. and the ASE format used by Scorched is not quite standard with what is outpt by 3Dstudio… you had to then modify the files by hand (I can’t find the link but I’ve described this several times in the forums here) Trust me it sucks…August 11, 2004 at 11:44 am #12346
Thanks for the replies, guys.
I Think what I’ll do is take a look at the currently available export formats in Blender and see if there’s something that can export with all of the features we need, and I’ll also look into writing an export script for the Milkshape ASCII format. I know there’s been a few attempts by others in the past to export that format from Blender, so that likely would be the easiest way – I should have a starting point to work from. Writing the export script for Blender would likely be the way to go – many others have been looking for such a script in the past. I’ll look into this a bit more later today (trying not to get myself stuck on the computer all day;)
/cbxAugust 11, 2004 at 5:58 pm #12347
Well, this is turning into quite the learning experience! Blender uses Python for it’s scripting/plugins, and I have never tried programming in python before, nor have I done any programming for Blender.
Made a bit of progress though, I have a simple model in Blender (a cube), and my export script has gotten this far with it:
// MilkShape 3D ASCII
0 1.000000 1.000000 -1.000000 0.000000 0.000000 -1
0 1.000000 -1.000000 -1.000000 0.000000 0.000000 -1
0 -1.000000 -1.000000 -1.000000 0.000000 0.000000 -1
0 -1.000000 1.000000 -1.000000 0.000000 0.000000 -1
0 1.000000 1.000000 1.000000 0.000000 0.000000 -1
0 0.999999 -1.000001 1.000000 0.000000 0.000000 -1
0 -1.000000 -1.000000 1.000000 0.000000 0.000000 -1
0 -1.000000 1.000000 1.000000 0.000000 0.000000 -1
No uv coords or normals yet, but a good start. 🙂August 11, 2004 at 9:14 pm #12348
ooh, ooh! I wanna be the cube tank!August 12, 2004 at 12:42 am #12349
I too wanna do some custom tank experience; have no idea where to turn however . . unlike cb I got windows, can anyone gimmi some pointers or least point me in the right direction?
I do know what I wanna model for that matter, if thats any relevence. ( Tank from the RTS game Warzone 2100 )August 12, 2004 at 5:42 pm #12350
Willis, once I get this done, maybe I’ll write a little tutorial on making models in Blender (Blender runs on Windows too) – but it’s likely be easier to do it with Milkshape, by the sounds or things. (I’ve never used it, but I get the impression that it’s a much easier to use program than Blender)
Eb, I’m not sure, but I think I can add a rectangular prism on top for the gun. 😉August 12, 2004 at 10:04 pm #12351
eh, no need, I’ll just use my superior brainpower to “will” it where it’s going. Telekinesis baby! 😛August 12, 2004 at 10:14 pm #12352
Well these programs you speak of . . where could I locate one?August 12, 2004 at 11:37 pm #12353
Milkshape has a free trial version (for a month) and after that costs 25 bucks or so…
You can get it at:
Blender is now free (It wasn’t all that long ago) but you can find it at
CamAugust 13, 2004 at 2:52 pm #12354
Well, I *think* I have the vertices, uv coords and normals pegged, but still having a bit of trouble with the triangles…
Cam, (or someone), could you make a simple cube in Milkshape (no textures or anything required), and either post the file here or email it to me at: pvint AT canada DOT com
I could really use a simple file for reference – man this would be easier if I could run MS3d. lol
cbxAugust 13, 2004 at 8:22 pm #12355
after you write the thing for adapting to linux could you make a similar adapter (or plugin…or whatever) to do the same thing but in a windows. I also want to do 3d modeling but milkshape does not like my computer. it always crashes (and now the 30 day is up). so once you are done could you do that? blender is a nice program!
dracon23August 13, 2004 at 8:27 pm #12356
The plugin will work in either Linux or windows. 😉
I made good progress today – I would expect I’ll have something functioning over the weekend (no promises though. heh)August 14, 2004 at 12:16 am #12357
One off center box….
There’s something about the vertexes being backwards that’s mentioned in the source code I linked to above… It threw both Gavin and myself when we first added the code for the milkshape models.
Also note that this box is untextured.
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